interaction-design

19 posts

toss

Why the Designer Built an App Instead of a Mockup (opens in new tab)

AI is changing design by letting designers create working prototypes rather than only static mockups. While building Toss’s “underlay” component, the author used SwiftUI, AI, and Metal shaders to design interactions directly on an iPhone. The experience reduced the translation gap between design and development and showed that a functional code prototype can become a more accurate specification than a traditional design document. ## Turning End Screens into New Starting Points - Toss identified screens that appear after users finish tasks, such as completing a transfer or payment. - These “dead ends” usually signal the end of an experience and encourage users to leave the app. - The project aimed to turn them into starting points for new experiences through a reusable component that could work throughout the app. ## The Idea Behind Underlay - Existing notification patterns—bottom sheets, toasts, push notifications, and overlays—attract attention but can interrupt what users are doing. - The author found inspiration in removing a shipping label from a moving box and revealing text that had already existed underneath. - This led to the concept of an **underlay**: instead of placing new information on top of the current screen, the component reveals something beneath it. - The component needed to be recognizable as a feature, preserve the existing experience, and remain reusable across the app. ## Designing Interaction with AI and Code - Figma prototypes showed that underlay’s movement mattered more than its static appearance. - Without experience in Protopie or Framer, the author built an iOS playground in SwiftUI using Xcode and AI. - The designer’s role was to: - Describe the intended experience - Select the best options proposed by AI - Evaluate the result on a real device - The process became a cycle of designing, choosing, testing, and refining. ## Building and Refining the Prototype - The author first created a personal playground for quickly experimenting with layouts, buttons, and text. - Each change was tested through actual device interaction rather than static previews. - The prototype was revised hundreds of times because imagined motion often felt different once implemented. - A scanning-light interaction was created to suggest that AI was reading the screen and finding relevant information. - The visual effect used a Metal shader to control pixel-level properties such as: - Light diffusion - Tint and width - Movement speed - Background darkening - The author gradually began adjusting shader values directly, despite having no prior shader or interaction-tool experience. ## Replacing Interaction Guidelines with a Repository - Instead of preparing a detailed document specifying timing, easing curves, and delays, the author gave developers the working prototype repository. - The developers reproduced the core structure almost immediately because they could inspect and run the implementation directly. - During refinement, the designer adjusted values and interactions directly on the developer’s laptop with AI. - A working reference made communication more precise than phrases such as “the motion feels wrong.” - Both the AI and developers could respond to the same concrete behavior rather than interpreting abstract descriptions. ## Designing the Implementation Structure - The production iOS code ended up closely resembling the prototype’s structure. - This happened because the author had built the prototype for rapid user testing and iteration, not specifically for production. - A well-structured prototype allowed design changes to be communicated through code and reused during implementation. - The article argues that a good design is not only visually convincing; its underlying construction should also be viable. - When a prototype is built in a development-ready way, it can function as the specification rather than disposable code. ## Applying the Approach - Start with the best possible experience instead of limiting ideas to what a familiar design tool can express. - Use AI and code to create a working artifact, since real devices reveal details and textures static tools may hide. - When handing off complex interactions, provide executable code or a repository instead of relying solely on written guidelines. - As AI handles more of the “how,” designers increasingly differentiate themselves through what they choose to imagine and build.

toss

Why Toss reduced its design roles to two (opens in new tab)

On April 1, Toss’s Design Chapter consolidated six design roles into two: Product Designer and Visual Designer. The change reflects how role boundaries had already blurred as designers crossed disciplines and technology reduced the importance of tool-specific expertise. Toss’s central argument is that designers should be organized around judgment and user problems—not the tools, media, or screens they work with. ## Why Role Boundaries Became a Problem - The previous structure separated designers by tools and outputs rather than by the decisions they made. - Ambiguity emerged in areas such as: - Whether interaction in a design system belonged to Platform or Interaction Designers - Whether interactive graphics should be handled through Lottie, code, or UI design - Whether expanding a PC product to mobile belonged to a Tools Product Designer or Product Designer - These divisions sometimes determined ownership based on medium instead of capability or context. ## Designers Were Already Crossing Disciplines - Tools Product Designers began designing mobile products. - Interaction Designers worked on parts of internal design tools. - Graphic Designers created semantic icon systems. - Platform Designers built interactive web pages. - Brand Designers with visual-design backgrounds worked on lighting products. - AI and other tools have shortened the time needed to learn formerly specialized skills, including: - Video and Lottie production - Figma prototyping - Coding interactive experiences - As tool proficiency becomes less differentiating, the ability to judge what creates a good experience becomes more important. ## Product Designer - Product Designer and Tools Product Designer were merged into one role. - The distinction between mobile and PC disappeared. - The role now focuses on: - Understanding the user’s context and problems - Deciding how those problems should be solved - Designing across screen sizes and product environments ## Visual Designer - Platform, Interaction, Graphic, and Brand Designers were combined into Visual Designer. - Visual Designers are expected to work across media and produce what the experience requires, such as: - Building interactions within systems - Creating icons for prototypes - Designing interactive web experiences - The defining capability is visual judgment: deciding what is beautiful, appropriate, and correct. - The title was chosen to emphasize visual decision-making rather than a specific medium or technique. ## Lessons from Other Industries - Disney animation reduced many physical and intermediate production steps through software while preserving stages requiring important creative judgment. - Digital audio workstations allow artists such as Billie Eilish and Finneas to compose, perform, record, and mix with a laptop, but human judgment about what sounds good remains essential. - Digital cinema and streaming weakened the historical distinction between film and television production. - Across these industries, tools converged while the value of creative judgment increased. ## What Comes Next - The new job structure will not immediately change how people work. - Toss still needs to redesign hiring standards, onboarding, and career-development paths. - The consolidation is intended to give designers broader ownership and more room to make decisions across disciplines, ultimately improving the experiences delivered to users.

figma

Is the App Layer Where AI Proves Its Value? | Figma Blog (opens in new tab)

AI’s next breakthrough may come less from larger models than from the application layer that makes them useful and accessible. Like graphical interfaces made personal computers mainstream, well-designed AI products can translate complex capabilities into intuitive, context-specific experiences. The products that succeed will combine reliable infrastructure with thoughtful interaction design and emotional resonance. ## From MS-DOS to the App Layer - Today’s prompt-driven AI resembles the MS-DOS era: powerful, but requiring users to know how to issue precise commands. - Existing models have a “capabilities overhang,” meaning much of their potential remains difficult to access. - Personal computers became mainstream through graphical user interfaces, not MS-DOS itself. - Similarly, browsers, search engines, smartphone apps, and services such as Uber and Instagram transformed underlying technology into everyday tools. ## Design Makes Technology Adoptable - Building an app layer is not enough; adoption depends on the quality of the interactions surrounding the technology. - Successful products combine functionality with intuitive design: - Pinch-to-zoom and inertial scrolling on smartphones - Live maps in Uber - Simple navigation in browsers and search engines - AI products will need new interaction patterns that make model capabilities feel natural rather than like conversations with a raw chatbot. ## AI Products Must Be Context-Specific - Most people will use AI through specialized products rather than directly interacting with language models. - Effective AI applications will adapt their content, tone, interface, and responses to particular audiences and situations. - The Good Inside parenting app illustrates this approach: - It uses a chatbot trained on Dr. Becky’s parenting guidance. - Vague prompts receive empathetic, actionable advice. - Simple cards, a calm color palette, readable typography, and subtle animations create a reassuring experience. - The same principle applies to products for lawyers, doctors, designers, artists, and other professional or consumer groups. ## The Interface Can Matter More Than the Model - User reactions to GPT-5’s simplified model picker showed that interface changes can provoke stronger responses than improvements to model capability. - This does not make the underlying models unimportant, but users primarily experience AI through how its capabilities are packaged and presented. - Atlassian’s acquisition of The Browser Company suggests that even browsers may evolve into active AI interfaces that help applications work together, rather than merely displaying tabs. ## Design as a Competitive Advantage - AI products will compete on the feelings and confidence they create: - Support for parents - Inspiration for artists - Confidence for lawyers - Product teams must choose interactions that present AI outputs seamlessly while maintaining reliable, scalable systems. - Many new AI applications will emerge, but the strongest may distinguish themselves through design and become as transformative as graphical user interfaces were for computing. The practical opportunity for AI builders is to focus not only on model performance, but on designing specialized, emotionally resonant products that turn raw capability into useful everyday experiences.

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Version Control: How Figma Make Helped Us Figure Out Video Playback | Figma Blog (opens in new tab)

Figma’s team used Figma Make to rapidly prototype video playback for Figma Buzz under a two-month deadline. The tool helped translate complex interaction ideas into working code, clarify feasibility with engineers, and expose edge cases before implementation. Although the project began with support for one video, technical progress expanded the scope to multiple videos and required revisiting the original playback design. ## The Challenge of Video Playback - Figma Buzz lets teams create branded assets containing video, text, images, and other layered elements. - Playback controls could not simply be placed in the center of the canvas because they might obscure important design content. - The team needed to account for videos being: - Moved within or outside their parent frame - Partially visible or completely off-canvas - Enlarged and cropped - Used alongside other assets in grid view - Designer Natasha Tenggoro used Figma Make because the interaction logic was difficult to communicate with static Figma designs and would have taken too long to build in another tool. ## Version One: Single-Video Playback - The initial release focused on the common case: assets containing one video. - Natasha imported an existing Figma Design frame and prompted Figma Make to create: - A draggable media frame - Media that could extend beyond a fixed parent without clipping - Reduced opacity for media outside the parent - Playback controls pinned to the media’s top-right corner - Automatic repositioning of controls when they would leave the parent frame - Control fading when less than 20% of the video was visible - The working prototype gave engineers a concrete demonstration of the intended behavior. - This helped establish technical feasibility, clarify scope, and turn an uncertain idea into a prioritized feature. ## Expanding to Multiple Videos - Further engineering investigation showed that multiple videos could potentially be supported within the original release timeline. - The expanded capability forced the team to reconsider earlier decisions about playback controls. - For a collage containing several videos, the team chose a single overall playback control rather than separate controls for each video. - This approach reduced interface clutter, avoided covering design elements, and provided a more unified preview experience. ## Practical Conclusion Figma Make served as a bridge between design intent and engineering implementation, enabling fast exploration of complex motion and interaction behavior. The experience suggests that functional prototypes are especially valuable when requirements involve dynamic positioning, visibility rules, and changing technical scope.

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Make your site interactive with code layers | Figma Blog (opens in new tab)

Figma’s new code layers let designers add custom React-powered interactions directly within Figma Sites. They bridge the gap between static canvas designs and production-like experiences by combining AI-assisted coding, direct code editing, and reusable components. The feature is intended to make advanced interactions—such as drag-and-drop systems, animations, calculators, maps, shaders, and 3D effects—accessible without external developer support. ## Customizing Existing Designs - Code layers extend Figma Sites’ built-in responsive elements and interactions. - Designers can convert an existing element into a code layer through the Figma Make icon in the Design panel. - AI chat can then generate or modify behaviors such as: - Spinning or bouncing animations - Animated counters and text effects - Loan calculators and price estimators - Hover effects, ripples, and color changes - Code layers can be duplicated with **Command D** to create and compare multiple interaction variations. - Example use case: a flower shop could let visitors duplicate, drag, rotate, and layer flower images to create custom bouquets. ## Creating Code Layers from Scratch - Designers can use the Make tool or press **E** to draw a standalone code layer on a blank canvas. - A modal opens for generating the layer through AI prompts or writing code directly. - Suggested prompts and starter components—such as buttons, image galleries, and navigation menus—provide ready-made starting points. - These components can be used as-is or customized to match an existing design. ## Reusable and Extensible Components - Code layers support customizable properties, including strings, numbers, and references to other components. - AI can generate these properties automatically, or users can request specific controls. - A code layer can be converted into a reusable Figma component for use across pages, projects, and team design systems. - Designers can import npm packages such as `motion` and `@react-three/fiber` to add advanced animation, 3D rendering, and other functionality. ## Code Layers Compared with Figma Make - **Figma Make** is suited to building a functional app from a prompt without relying heavily on precise canvas design. - **Code layers in Figma Sites** are designed for adding custom interaction and motion to an existing visual design. - Together, the tools support both prompt-first development and design-first experimentation. Code layers are available to all Figma Sites users, offering a practical way to prototype and publish richer web experiences directly from the Figma canvas.

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How Figma Helps You Learn Figma | Figma Blog (opens in new tab)

Figma’s Product Education team has built a learning ecosystem to help users move from beginner concepts to practical design skills. It combines written guides, videos, interactive files, community support, and a refreshed beginner course based on feedback from millions of learners. The central message is that consistent, hands-on practice—and not fear of mistakes—is the best way to become comfortable with Figma. ## An Evolving Educational Ecosystem - The Help Center provides feature documentation, tutorials, and troubleshooting guidance. - YouTube tutorials demonstrate concepts through practical examples. - Interactive playground files let learners experiment safely. - The new **Figma Design for beginners** course teaches users by helping them create a portfolio website. - Students and teachers may qualify for Figma’s Education plan, which provides Professional plan features for free. ## Improving the Beginner Course Through Feedback - Nearly three million people have watched Figma’s original beginner course since its launch in 2020. - Learner feedback highlighted the need for: - More hands-on practice - Clearer explanations of complex features - Real-world examples - Greater emphasis on free features - The updated course includes feature deep dives, guided creative exercises, professional tips, and a usable portfolio website template. ## Turning Knowledge into Skill Figma recommends continuing to learn through practical projects and community interaction after completing the course. - **Start small:** Recreate manageable elements such as interactive buttons or loading animations before attempting a full website. - **Practice often:** Set weekly learning goals and use tutorials to build consistency, confidence, and familiarity with shortcuts. - **Get inspired:** Browse and duplicate projects in the Figma Community to study how other designers work. - **Make mistakes:** Experiment freely, iterate, and use undo shortcuts such as `Cmd/Ctrl + Z`. - **Be kind to yourself:** Skill development takes time, so learners should celebrate incremental progress and accept trial and error. Figma’s recommendation is to begin with the updated **Figma Design for beginners** course, then reinforce the lessons through small, regular projects and community exploration.

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The New Competitive Moat is Emotion | Figma Blog (opens in new tab)

Software features are becoming easier to copy as the number of applications rapidly expands. The post argues that emotional resonance—how an app makes users feel—will become the stronger competitive moat. Product teams should therefore design deliberately for wonder, connection, reassurance, and delight, not just functionality. ## Emotional Resonance in Everyday Technology - The author’s experience as a parent shifted his view from limiting screen time to valuing technology that encourages creativity, curiosity, and connection. - Children’s products such as Pok Pok and Yoto create emotional impact through small details: - Playful sounds and character reactions - Tactile buttons with satisfying resistance - Experiences that inspire offline play - These details make the products enjoyable and worth paying for, beyond their basic educational or functional value. ## Small Design Details Create Meaning - Everyday apps can produce similar emotional responses: - An Apple Watch’s buzz and completed activity ring can make exercise feel rewarding. - Dating-app interactions, message reactions, achievement badges, and task-completion checkmarks provide encouragement. - Clear security guidance can reduce anxiety after a data breach. - Copywriting, animation, sound, motion, and haptics often matter more than the number of available features. - The most meaningful product experiences address users’ underlying emotions, such as relief, pride, comfort, excitement, or reassurance. ## Why Features Are No Longer Enough - Product teams often prioritize feature requests because they are concrete and easy to track. - Emotional outcomes are harder to quantify and may depend on users’ deeper fears, hopes, and motivations. - According to IDC, there could be twice as many applications in 2028 as in 2024. - As software becomes more abundant, competitors will be able to reproduce functionality quickly and cheaply. - A distinctive emotional experience is harder to copy because it depends on nuanced design choices and a deep understanding of users. ## Putting Resonance on the Roadmap - Teams should make emotional responses an explicit product objective rather than an accidental byproduct. - Research should look beyond what users request and examine how they feel and behave in real-world contexts. - Product decisions should intentionally support emotions such as wonder, confidence, connection, and accomplishment. The practical recommendation is to treat emotional resonance as a core product strategy. Features may attract users temporarily, but products that consistently make people feel understood, reassured, or delighted are more likely to build lasting loyalty.

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23 Prototyping Resources to Bookmark Right Now | Figma Blog (opens in new tab)

Prototyping is valuable throughout product development—not just at the end—as a way to align teams, gather feedback, conduct research, and improve products through iteration. Figma’s curated collection of 23 resources supports different learning styles, from introductory videos and community files to presentation techniques and advanced prototyping features. ## Cover the Basics - An eight-minute video introduces interactive prototypes, animation, and incorporating tester feedback. - A 50-minute playlist covers: - Easing curves and transitions - Smart Animate - Scrolling - Device frames - A 63-minute “Prototyping 101” video explains basic frame-to-frame navigation and advanced features such as interactive components. - A two-part series for product professionals demonstrates how non-designers can create lightweight prototypes. - Part one covers basic prototype creation. - Part two explores transitions, Smart Animate, scrolling, and other motion techniques. - The “Accessible prototypes in Figma” community file demonstrates prototype accessibility features, including compatibility with screen readers such as VoiceOver on Mac and JAWS on Windows. ## Level Up Presentations - Prototyping can make presentations more dynamic and engaging, whether for boardrooms, classrooms, or other audiences. - A 70-minute video explains how to build interactive slide presentations in Figma. - A short tutorial shows how to embed interactive elements, such as scrollable mobile screens, inside presentation slides. - Another video demonstrates using the Figma mobile app to click through presentation slides. ## A Broader Prototyping Practice - Figma positions prototyping as a tool for: - Building shared team understanding - Testing ideas with users - Facilitating stakeholder feedback - Iterating before development - The resource list follows recent Figma prototyping enhancements, including updates that help bring designs to life across mobile, tablet, and smartwatch interfaces. - The article is organized as a learning path, with additional sections intended to cover video, motion and flow, variables, and recorded office hours. Use the resources progressively: begin with the introductory tutorials, then explore accessibility, presentation workflows, motion, variables, and community examples as your prototyping needs become more advanced.

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Why Cultivating a Prototyping Culture Will Help You Build Better Products | Figma Blog (opens in new tab)

Prototyping should move from a last-minute design enhancement to an integral part of product development. Interactive prototypes expose navigation, usability, and feasibility problems before engineering investment, while enabling teams to explore more ideas and secure stakeholder support. The article argues that organizations need shared skills, dedicated time, and leadership support to make prototyping an everyday practice. ## Prototyping as an Early Validation Tool - A prototype is a mock-up or interactive demonstration used to test and refine a product concept. - Unlike static designs, interactive prototypes reveal how an experience actually works, including: - Navigation complexity - Interaction problems - User-testing obstacles - Gaps between design intent and technical implementation - Introducing prototypes early can reduce wasted engineering effort and streamline collaboration between designers and engineers. - Prototypes let teams evaluate an idea’s value before committing to development or visual polish. ## The Power of Rapid Experimentation - Teams can quickly generate and validate multiple concepts without creating separate development cycles. - Exploring broadly before narrowing down encourages more innovative and unconventional experiences. - Proofs of concept help designers communicate ideas clearly and gain approval from stakeholders and senior leadership. - Advanced prototyping gives designers a stronger voice in product and business decisions by allowing them to demonstrate—not merely describe—their proposals. ## Building a Prototyping Culture - The growing emphasis on prototyping resembles the adoption of design systems, which also evolved from specialized practice into an organizational capability. - Companies such as Lyft encourage designers to move beyond static mockups by using: - Videos - GIFs - Interactive prototypes - Organizations must invest time and resources in training so prototyping becomes a natural, enjoyable part of the workflow rather than an obstacle. - Successful adoption requires alignment across the company: - Individual contributors need to build prototyping expertise. - Leadership must recognize its impact on efficiency and decision-making. - Managers should explicitly make time for prototyping in the product process. - Training programs and employee initiatives can help develop prototyping skills and apply them during important product reviews. ## Rewriting the Product Development Process - Prototyping challenges the idea that product development follows a simple linear sequence. - Adding prototypes earlier introduces more iteration, but it also helps teams identify obstacles and compare alternatives sooner. - Designers can use these insights to avoid known problems and move more directly toward viable solutions. - The shift affects the entire product organization, not only the design team, because prototyping changes how teams collaborate, make decisions, and obtain buy-in. Organizations should treat prototyping as a core product-development capability: provide training, protect time for experimentation, and require interactive validation early enough to influence the product—not merely decorate the final design.

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Figma for students and educators | Figma Blog (opens in new tab)

Figma’s Education plan gives students and educators free access to Professional features and unlimited collaboration. The platform supports virtual and hybrid classrooms by combining teaching materials, activities, critiques, and community in one shared space. It also helps students build practical design skills, portfolios, and professional connections. ## Figma for Educators - Figma enables real-time and asynchronous participation, making it useful for in-person, remote, and hybrid teaching. - Educators can consolidate lectures, assignments, activities, and critiques into a single file with multiple pages. - Shared files encourage iteration and feedback, helping quieter students participate more actively. - Visual collaboration can create a more inclusive classroom environment, including for deaf and hard-of-hearing students. - Teachers can use Figma to build community, such as creating collaborative class yearbooks with comments, stickers, and student profiles. - Figma offers group demos and shared teaching resources to help educators adopt the platform. ## Figma for Students - Working collaboratively in Figma exposes students to modern, cross-functional design workflows used in professional settings. - Students can preserve research, iterations, and design process—not just final visuals—for portfolio reviews and interviews. - Figma Community files allow students to learn through duplication, remixing, and studying other designers’ work. - Student groups, hackathons, and other community programs provide opportunities to build relationships and gain experience. - Education newsletters highlight career-related topics such as hiring preparation, portfolio reviews, and internships. Figma recommends that students and educators use the free Education plan to create collaborative classrooms, document design processes, and connect with the wider design community.

figma

Behind the feature: comments, contextually | Figma Blog (opens in new tab)

Figma’s Community comments feature was designed to turn a mostly one-way publishing platform into a space for direct creator–audience communication. The team combined general feed comments with spatial, in-editor-style comments, while carefully adapting interactions to preserve the file-viewing experience. Technical constraints mattered, but the hardest work involved resolving subtle interaction and edge-case decisions. ## Why Community Comments Were Needed - Community users could browse, duplicate, and install resources, but had no straightforward way to contact creators. - Figma wanted the Community to support deeper engagement through questions, feedback, and discussion. - The feature introduced two comment types: - **General comments**, displayed in a feed beneath the file. - **Contextual comments**, attached to specific locations within the design. ## Adapting the Existing Commenting System - The team initially expected to reuse Figma’s existing in-editor comments with minor changes. - They replaced the previous iframe-based file preview to enable communication of viewport information. - They also had to consider performance when files contained many comments. - The larger challenge was interaction design: - Community files traditionally supported one-way creator-to-audience communication. - Comments created a two-way channel between audiences and creators. - Contextual comments required spatial navigation rather than a simple linear feed. - Users needed to inspect comment locations while still being able to pan across the canvas. - The team aimed to encourage commenting without diminishing the existing view-only experience. ## Exploring the User Experience - Engineering, design, and product worked in a close feedback loop. - Designers used animated prototypes and GIFs rather than only static wireframes because commenting depended heavily on interaction behavior. - Explorations considered: - Sidebar comment feeds. - Different ways to embed comments around the viewer. - Mini-viewers and canvas interactions for locating comments. - Prototypes helped the team evaluate ideas against technical feasibility, UI edge cases, and the launch schedule. ## Launch Priorities and Design Decisions The team prioritized three goals: - Make entering the commenting experience quick and intuitive. - Give contextual comments enough surrounding space to understand their position in the file. - Deliver a technically feasible, appropriately simple solution within the project timeline. As a result, contextual comments were limited to fullscreen view, where users had enough space to understand the design context. Clicking the minimized canvas expanded it into fullscreen mode, while clicking and panning were disabled in the smaller preview to avoid compromising the primary browsing experience. The feature ultimately required more than porting existing code: it demanded a new interaction model for combining comments, spatial context, and file browsing. Figma’s approach shows the importance of iterative cross-functional prototyping when adapting a familiar feature to a fundamentally different product environment.

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Designing for top feature requests, like Smart Animate | Figma Blog (opens in new tab)

Figma introduced Smart Animate and Drag in 2019 to support more expressive, realistic prototypes. Smart Animate automatically animates matching objects between frames, while Drag lets users control transitions with finger movement. The features were shaped by customer feedback, recurring interaction patterns, and Figma’s effort to integrate advanced animation into its existing workflow. ## New Prototyping Features - **Smart Animate** automatically animates similar objects across frames. - It improves existing transitions and supports interactions such as: - Dropdowns and pop-ups - Button hover states - Tab changes - Moving or disappearing objects - **Drag** allows users to control a transition by dragging with a finger. - Figma provided a product tutorial and help article to explain how to use the features. ## Learning from User Pain - Figma used in-product NPS surveys as an ongoing source of qualitative feedback. - Rather than focusing only on NPS scores, the team categorized comments to identify recurring problems. - Customers wanted: - Simple, smooth animations for everyday interactions - A way to communicate advanced transitions to developers - Auto-animation and drag or slide transitions without relying on other tools - Several survey respondents became early beta customers. ## Identifying Broad Interaction Patterns - Figma collected animation examples from customer conversations and studied interactive interfaces in everyday products. - The team avoided designing Smart Animate around a single use case so the feature would remain broadly useful. - Two major patterns shaped the first release: - **Objects change while the user remains on the same screen:** for example, hover states, expanding menus, or content revealed after swiping. - **Some elements remain fixed while most content changes:** common in tabbed navigation, where content moves and the tab indicator shifts. - Focusing on these shared patterns helped Figma keep the initial scope manageable while addressing many different customer needs. ## Integrating Animation into Figma - Figma wanted Smart Animate and Drag to feel consistent with its existing prototyping tools rather than like separate systems. - Supporting automatic animation required revisiting fundamentals such as layer naming. - Figma updated how objects are automatically named and renamed during creation and duplication. - Layers can now match for animation based on hierarchy, naming, and order, allowing Smart Animate to work with minimal manual setup. Figma’s approach combined direct customer research with pattern-based product design. The practical recommendation is to start with real user pain, identify common behaviors across use cases, and integrate new capabilities into familiar workflows rather than building isolated features.

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5 ways to level up your prototyping workflow in Figma (opens in new tab)

Figma prototyping can be made faster and more realistic by reusing connected components, managing scrolling content centrally, and simulating natural interaction timing. The post presents five techniques that reduce repetitive setup while improving testing, presentation, and collaboration workflows. ## Master Components for Repeated Connections - Turn persistent navigation, such as tab bars or hamburger menus, into master components. - Link each item in the master component once; new instances inherit those prototype connections. - For components from a team library, place the library instance inside a new local master component. - Deep-select nested layers to create links without detaching the instance. ## Components for Scrolling Content - Convert long scrolling content into a component to preview how different device viewports initially crop it. - Set constraints for internal elements and enable **Clip content**. - Configure the desired scrolling direction through **Overflow Behavior** in prototype mode. - Place and resize component instances within designs to compare viewport-specific views while managing content centrally. ## Timed Delays and Overlays - Use the **After Delay** trigger to make transitions feel less abrupt. - Combine timed delays with overlays to simulate loading states or intermediate feedback. - For example, a form can show a submission state, brief loading sequence, and success message before navigating to a confirmation page. ## Table of Contents for Multiple Flows - Create a table-of-contents frame as the prototype’s starting screen. - Link each option to a different user flow, allowing one shared URL to present multiple design alternatives. - All flows must be located on the same Figma page. ## Observation Mode - Use Observation Mode to follow a collaborator’s view in the editor or prototype. - It supports remote user testing by showing where users are and how they interact with the design. - It is also useful for helping meeting participants follow along during presentations. These techniques make Figma prototypes easier to build, reuse, test, and present. Centralizing repeated behavior in components and using realistic timing and navigation can significantly streamline the workflow.

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Introducing Overlays | Figma Blog (opens in new tab)

Figma’s Overlays feature makes prototypes more realistic by allowing content to appear flexibly above existing screens. Designers can position modals, sidebars, tooltips, and dropdowns, stack multiple overlays, and add interactions without rebuilding entire frames. The release aims to reduce repetitive prototype setup and better support interactive user flows. ## Simple Overlays - A destination frame can be designated as an overlay after creating a prototype link. - Overlays can be positioned relative to the device for modals and action sheets. - Designers can manually position overlays relative to triggering objects, such as for tooltips and dropdowns. ## Multiple Overlays - Multiple overlays can be layered simultaneously. - This supports complex flows such as multi-step purchases and confirmation dialogs. - Creating stacked overlays follows the same process as creating a single overlay. ## Interactions on Overlays - Designers can use “swap” interactions within overlays. - Swapping changes the overlay’s content without dismissing it or replacing the entire underlying frame. - This enables interactive states such as button hover effects inside an overlay. ## Additional Controls and Shortcuts - Back and Close actions can be selected directly on the canvas while dragging connections. - Holding Option while hovering over a destination frame quickly selects a swap connection. - Swap links can create more flexible Back behavior by returning to the last navigated frame rather than simply showing the preceding frame. Overall, Overlays extend Figma’s existing prototyping tools and make layered, interactive interface patterns easier to build and test.

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Introducing Smart Selection - speed up your design explorations | Figma Blog (opens in new tab)

Smart Selection is designed to reduce the repetitive work involved in arranging and refining multiple objects in Figma. It lets designers adjust spacing, position, and size directly on the canvas, helping them explore ideas faster while preserving familiar design workflows. The accompanying Tidy Up feature automatically organizes uneven selections into consistently spaced layouts. ## Smart Selection - Works automatically on selections or groups of three or more objects with uniform spacing. - Pink handles between objects let users adjust the spacing of all items at once. - A ring control allows objects to be rearranged quickly. - Selecting an item’s pink ring enables resizing by dragging its edges. - The feature is implemented as a direct canvas interaction rather than a separate tool or object type. ## Tidy Up - Tidy Up converts messy arrangements into evenly spaced groups suitable for Smart Selection. - It shifts selected items closer together while maintaining consistent spacing. - Unlike a traditional distribute command, it ensures spacing is even and compact. - It is useful for organizing tables, toolbars, and large sets of screens. - A layout containing 20 screens, for example, can be aligned in one action instead of manually correcting 19 separate gaps. - The command is available through the right sidebar, with shortcuts: - macOS: `⌥⌘T` - Other platforms: `Ctrl-Alt-T` ## Future Development - Figma planned to add support for two-dimensional grids. - The team invited users to provide feedback through the in-app help button or Spectrum. Smart Selection and Tidy Up are intended to replace tedious manual resizing, moving, and spacing adjustments with fast, intuitive canvas interactions, allowing designers to spend more time exploring creative possibilities.